﻿---@class UnityEngine.Rigidbody2D : UnityEngine.Component
---@field public position UnityEngine.Vector2
---@field public rotation System.Single
---@field public velocity UnityEngine.Vector2
---@field public angularVelocity System.Single
---@field public useAutoMass System.Boolean
---@field public mass System.Single
---@field public sharedMaterial UnityEngine.PhysicsMaterial2D
---@field public centerOfMass UnityEngine.Vector2
---@field public worldCenterOfMass UnityEngine.Vector2
---@field public inertia System.Single
---@field public drag System.Single
---@field public angularDrag System.Single
---@field public gravityScale System.Single
---@field public bodyType UnityEngine.RigidbodyType2D
---@field public useFullKinematicContacts System.Boolean
---@field public isKinematic System.Boolean
---@field public freezeRotation System.Boolean
---@field public constraints UnityEngine.RigidbodyConstraints2D
---@field public simulated System.Boolean
---@field public interpolation UnityEngine.RigidbodyInterpolation2D
---@field public sleepMode UnityEngine.RigidbodySleepMode2D
---@field public collisionDetectionMode UnityEngine.CollisionDetectionMode2D
---@field public attachedColliderCount System.Int32
local m = {}
function m:MovePosition() end
function m:MoveRotation() end
---@return System.Boolean
function m:IsSleeping() end
---@return System.Boolean
function m:IsAwake() end
function m:Sleep() end
function m:WakeUp() end
---@return System.Int32
function m:GetAttachedColliders() end
---@return System.Boolean
function m:IsTouching() end
---@return System.Boolean
function m:IsTouchingLayers() end
---@return System.Boolean
function m:OverlapPoint() end
---@return System.Int32
function m:OverlapCollider() end
---@return System.Int32
function m:Cast() end
---@return UnityEngine.ColliderDistance2D
function m:Distance() end
function m:AddForce() end
function m:AddRelativeForce() end
function m:AddForceAtPosition() end
function m:AddTorque() end
---@return UnityEngine.Vector2
function m:GetPoint() end
---@return UnityEngine.Vector2
function m:GetRelativePoint() end
---@return UnityEngine.Vector2
function m:GetVector() end
---@return UnityEngine.Vector2
function m:GetRelativeVector() end
---@return UnityEngine.Vector2
function m:GetPointVelocity() end
---@return UnityEngine.Vector2
function m:GetRelativePointVelocity() end
---@return System.Int32
function m:GetContacts() end
return m
